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Post by hxixdxy on Nov 28, 2022 6:34:19 GMT -5
Hello! I am working on an episode with a silly title such as Doki Doki Island (that's a tentative name, though). I thought it was reckless for an amateur, but I figured that submitting to moddb would motivate me. Some of the past questions and answers in this forum have been used as reference for map making. I may post questions, complaints, or whatever else I feel comfortable posting in the future (if allowed). Sorry if it's full of weird English. I couldn't post the image...sorry. Admin please remove this if it is inappropriate. www.moddb.com/mods/doki-doki-islandworking-title
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Post by Robman on Nov 28, 2022 13:42:45 GMT -5
I'm glad you've decided to make a SW addon! No need to be apprehensive, feel free to ask questions and post about your creation. That's what we're here for.
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Post by hxixdxy on Nov 28, 2022 17:30:29 GMT -5
Thank you very much. Then I won't hesitate to use this place I am just an old man with presbyopia who spent my youth in the 90's (the editor's text is so small that it tires my eyes ). Please don't mind the fine nuances for my self-taught and Google-based inaccurate English.
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Post by Robman on Dec 2, 2022 18:58:35 GMT -5
Your English so far comes across just fine, what effects are giving you trouble?
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Post by hxixdxy on Dec 3, 2022 18:49:45 GMT -5
Hello! I've hardly been able to do any map making this past week. I have a few silly but interesting ideas in mind, so I may be able to get some work done today There are a lot of ST1 effects that I don't understand, but...I'm going to touch the editor today and pick up some of the problems that are particularly high on my priority list.
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Post by hxixdxy on Dec 3, 2022 22:17:08 GMT -5
I intend to use a lot of effects to make the Sector Object that moves along the path stop permanently just before the Track End instead of going back and forth. If the path is NOT a straight line, it is difficult to make it stop naturally no matter how many times I test it, and it always turns around a little unnaturally instead of facing in the natural direction just before it stops. I think the reason may be that there is a rule that correlates the position of the Track Sprite with the position of the Sector Object, and I don't understand it For example, Track Start is the same, but I wonder if there is a rule for its placement...
Center position of SECOR OBJECT (very small interval) PASS:1 - TRACK_START (very small interval) PASS:1 - TRACK_SET_SPEED 50 ↓ PASS:1 - TRACK PASS:1 - TRACK... ↓ PASS:1 - TRACK_SET_SPEED 0 (very small interval) PASS:1 - TRACK_END
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Post by hxixdxy on Dec 4, 2022 1:04:09 GMT -5
For sprites in SECTOR OBJECT, even if BOOL11 is turned on, they will rise with VATOR. There is no workaround for this, right?
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Post by hxixdxy on Dec 4, 2022 5:54:44 GMT -5
Murmur. It's been a week of little progress, but I've got a few interesting ideas about the story. I'm currently working on Level 4 and have been at a standstill, but I think I'll get around to it. However, the more I try to plan, the harder it is to come up with ideas. I'm better suited to making things in a haphazard way
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Post by Robman on Dec 4, 2022 10:43:47 GMT -5
You can open up maps from my swc20 addon and have a look at the tracks. I'll give a better answer later when I'm at a computer. I've haven't been building for over 6 years but I'll have to jog my memory.
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Post by hxixdxy on Dec 4, 2022 17:55:42 GMT -5
Roger that. I appreciate it very much! As much as you can afford, of course, is fine.
The other maps are still incomplete, so I'm going here and there. I've already downloaded swc20 so I'll open it up in the editor when I have time and take a look.
Come to think of it, I seem to remember that swc20 has a lot of experimental effects.
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Post by Robman on Dec 4, 2022 20:32:38 GMT -5
should have a so_angle st1 sprite hitag 16 in your main sector that follows the track and the tail of the st1 sprite is the angle the sector object will face. every track should have a lo tag 700 and lo tag 701 start and stop track sprites. you may need to include a 703 track stop near the end or a 726 wait for event to stop it.
should always have a speed set tag near the beginning of the track. lo tag 702.
track tag info is found at the bottom of the spritags.txt file.
track sprites are the blue track numbers.
swc20 tron.map and shootout.map has lots of tracks to check out... well most of them do to I guess.
- With a sprite's bool 11 set to 1 the sprite is supposed to remain stationary when in a vator sector... should work I do believe, there is a way.
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Post by hxixdxy on Dec 5, 2022 6:00:15 GMT -5
Appreciate your advice As for the track sprites, I'll take a look at swc20's map and tweak the placement on my own map.
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Post by Robman on Dec 5, 2022 11:24:28 GMT -5
It looks like I used a lo tag 726 wait_for_event tagged track sprite right before the end sprite to stop the track.
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Post by hxixdxy on Dec 5, 2022 16:18:51 GMT -5
I've always used TRACK_SET_SPEED 0 to make it stop permanently, so I'll also use WAIT_FOR_EVENT [unique number] to try it out.
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Post by Robman on Dec 5, 2022 17:39:57 GMT -5
Sometimes there's multiple ways to accomplish the same task in Build, part of the fun of it I was just giving that wait for event hi-tag an unused value so it would stop and wait indefinitely. There's many little nuances like the stopping a track issue to be found when making effects, you'd think track_end would have been good enough. Did you place a so_angle st1 in the middle of your sector object?
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Post by hxixdxy on Dec 6, 2022 7:01:35 GMT -5
Yes, 16 SO_ANGLE is placed inside, of course I'm not sure if there is a rule or not, so it is safe to take the official maps and other well-functioning maps such as SWC20 as a reference for similar track sprites placement intervals.
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Post by Robman on Dec 6, 2022 12:37:10 GMT -5
Not really any rules however out right copying things is generally a bit frowned upon because we all love original stuff The sector object just goes to whichever track sprite is closest.
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Post by hxixdxy on Dec 11, 2022 7:53:48 GMT -5
I have repeatedly tested ST1 effects on test maps. Thanks to this, I have found that I can use quite a variety of effects myself. I can start working on things I wanted to do but couldn't. There are still a lot of art files I need to add for the event.
Now if only I had a little more free time...
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Post by hxixdxy on Dec 18, 2022 4:18:15 GMT -5
Hello! This week has been tough in many ways, with a bad cold going around at work and work becoming very busy and erratic. I haven't had much time to play with the editor. I have a lot of ideas floating around in my head, so I just wish I had more time to give them shape. I hope to upload a trailer or video by the end of the year. I want to convey the atmosphere of my mod.
Level 4 is half done, so I can start the second half. And I'm trying to add a few small events. I think it's becoming more and more of a quirky game (lol).
I hope I can borrow this place to publish something in advance.
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Post by hxixdxy on Dec 20, 2022 17:55:43 GMT -5
I guess I'll start by learning how to make a short video, lol.
I'll just have to upload it to YouTube and link it.
I think I can use the function of windows 10 (X box tool ?) for recording.
What about editing... I guess I can use the video editor of windows 10 for that too.
And what about the background music...
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Post by Robman on Dec 20, 2022 19:22:23 GMT -5
I used fraps for recording and windows movie maker for editing. Which I think can be readded to windows?
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Post by hxixdxy on Dec 21, 2022 6:11:44 GMT -5
Speaking of game recording, I downloaded Fraps. I tried uploading images here. It's hard to be old enough to know how to do something like this lol.
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Post by hxixdxy on Dec 21, 2022 6:15:06 GMT -5
I was able to upload the image here successfully. Whew!
Next is how to make a video, lol.
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Post by Robman on Dec 21, 2022 11:32:01 GMT -5
Nice work, haha yeah that's a nice slash, always thought it funny that he slices on a diagonal but the damage is perfectly verical.
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Post by hxixdxy on Dec 22, 2022 7:14:48 GMT -5
Thanks! I was able to change the death art files for evil ninja, but Lo Wang's hand animation is impossible for me I can change the image but not the animation settings to match the vertical swing. It would be more convincing if it swung down vertically, though. Oh well. I'm also changing the death animations of other enemies a bit. Basically, I increased the amount of blood and made it a little more brutal. I didn't want to overdo it, though. I'll post some more stuff on Friday and over the weekend!
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Post by hxixdxy on Dec 22, 2022 7:36:13 GMT -5
He was in the original SW too.
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Post by Robman on Dec 22, 2022 13:51:02 GMT -5
An art guy too eh, very good!
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Post by hxixdxy on Dec 25, 2022 0:56:14 GMT -5
I'm still busy as ever... I'm still working on the details of Level4. The map structure alone is 90% done, but the events in Level4 are a bit complex and time-consuming. The build engine does not allow passing flags and functions between levels, so I have to complete the events within a level. It's starting to look like HL after all
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Post by hxixdxy on Dec 25, 2022 1:24:23 GMT -5
It is a big problem when there are so many events that they eat up all the available art file slots. Once on the ground, considering making a map where you keep moving on a train or something.
Weird and Fun Sushi Bar... The map of Zilla's sushi bar downtown could be quite sexual (in a jokey way, of course). I am working on a part of the map (inside the bar) to try it out.
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Post by hxixdxy on Dec 25, 2022 1:53:40 GMT -5
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